1
0
mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-17 20:13:07 +01:00

Remove Network function name prefixes given namespace qualifiers

This commit is contained in:
Aaron van Geffen
2025-08-31 16:02:43 +02:00
parent 58569d6d50
commit 5a4cc7d00d
73 changed files with 1060 additions and 1044 deletions

View File

@@ -121,12 +121,12 @@ namespace OpenRCT2
}
}
NetworkUpdate();
Network::Update();
if (NetworkGetMode() == NETWORK_MODE_CLIENT && NetworkGetStatus() == NETWORK_STATUS_CONNECTED
&& NetworkGetAuthstatus() == NetworkAuth::Ok)
if (Network::GetMode() == Network::Mode::client && Network::GetStatus() == Network::Status::connected
&& Network::GetAuthstatus() == Network::Auth::ok)
{
numUpdates = std::clamp<uint32_t>(NetworkGetServerTick() - getGameState().currentTicks, 0, 10);
numUpdates = std::clamp<uint32_t>(Network::GetServerTick() - getGameState().currentTicks, 0, 10);
}
else
{
@@ -139,10 +139,10 @@ namespace OpenRCT2
}
bool isPaused = GameIsPaused();
if (NetworkGetMode() == NETWORK_MODE_SERVER && Config::Get().network.PauseServerIfNoClients)
if (Network::GetMode() == Network::Mode::server && Config::Get().network.PauseServerIfNoClients)
{
// If we are headless we always have 1 player (host), pause if no one else is around.
if (gOpenRCT2Headless && NetworkGetNumPlayers() == 1)
if (gOpenRCT2Headless && Network::GetNumPlayers() == 1)
{
isPaused |= true;
}
@@ -151,7 +151,7 @@ namespace OpenRCT2
bool didRunSingleFrame = false;
if (isPaused)
{
if (gDoSingleUpdate && NetworkGetMode() == NETWORK_MODE_NONE)
if (gDoSingleUpdate && Network::GetMode() == Network::Mode::none)
{
didRunSingleFrame = true;
PauseToggle();
@@ -163,17 +163,17 @@ namespace OpenRCT2
// If the game is paused it will not call UpdateLogic at all.
numUpdates = 0;
if (NetworkGetMode() == NETWORK_MODE_SERVER)
if (Network::GetMode() == Network::Mode::server)
{
// Make sure the client always knows about what tick the host is on.
NetworkSendTick();
Network::SendTick();
}
// Keep updating the money effect even when paused.
getGameState().entities.UpdateMoneyEffect();
// Post-tick network update
NetworkProcessPending();
Network::ProcessPending();
// Post-tick game actions.
GameActions::ProcessQueue();
@@ -206,7 +206,7 @@ namespace OpenRCT2
break;
}
NetworkFlush();
Network::Flush();
if (!gOpenRCT2Headless)
{
@@ -251,41 +251,41 @@ namespace OpenRCT2
GetContext()->GetReplayManager()->Update();
NetworkUpdate();
Network::Update();
auto& gameState = getGameState();
if (NetworkGetMode() == NETWORK_MODE_SERVER)
if (Network::GetMode() == Network::Mode::server)
{
if (NetworkGamestateSnapshotsEnabled())
if (Network::GamestateSnapshotsEnabled())
{
gameStateCreateStateSnapshot();
}
// Send current tick out.
NetworkSendTick();
Network::SendTick();
}
else if (NetworkGetMode() == NETWORK_MODE_CLIENT)
else if (Network::GetMode() == Network::Mode::client)
{
// Don't run past the server, this condition can happen during map changes.
if (NetworkGetServerTick() == gameState.currentTicks)
if (Network::GetServerTick() == gameState.currentTicks)
{
gInUpdateCode = false;
return;
}
// Check desync.
bool desynced = NetworkCheckDesynchronisation();
bool desynced = Network::CheckDesynchronisation();
if (desynced)
{
// If desync debugging is enabled and we are still connected request the specific game state from server.
if (NetworkGamestateSnapshotsEnabled() && NetworkGetStatus() == NETWORK_STATUS_CONNECTED)
if (Network::GamestateSnapshotsEnabled() && Network::GetStatus() == Network::Status::connected)
{
// Create snapshot from this tick so we can compare it later
// as we won't pause the game on this event.
gameStateCreateStateSnapshot();
NetworkRequestGamestateSnapshot();
Network::RequestGamestateSnapshot();
}
}
}
@@ -343,8 +343,8 @@ namespace OpenRCT2
GameActions::ProcessQueue();
NetworkProcessPending();
NetworkFlush();
Network::ProcessPending();
Network::Flush();
gameState.currentTicks++;